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| AMGriffin07-08-07, 04:54 PM | I know that the MM offers lots and lots of cool and unique outsiders to choose from, but none of them really suited the races I had in mind. So I worked on these races and templates just now, I'd like some input onto whether or not they're mechanically balanced. Flavor text to come later, too tired to do it now. Demon * +4 Wisdom, +4 Intelligence, +2 Charisma. Demons are inclined towards incredible intelligence and sensibility, far beyond the typical human’s. They also have a very subtle and calm confidence about them. * Medium: Demons are medium-sized outsiders * Demon base land speed is 30 feet. * Mystical Darkvision: Demons can see in the dark up to distances of ninety feet. They also are completely unaffected by spells that would prevent them from doing so, such as the darkness spell. * Detect good at will. * Immunity to disease and poison. Wrought from magical energy, a demon does not feel the effects of illness. * Spell-like abilities: Demons are born with fickle spell-like abilities. At every level, a demon may select ANY spell that a sorcerer with a level equal to his ECL could cast, and may cast that spell a number of times equal to a sorcerer of equivalent ECL. They may opt to use their intelligence or charisma modifier however, whichever is higher. * True form: Bound to this plane by magical energy, demons may exude some of their magical power to take on their real form for a limited time. In their true form, demons gain a +10 bonus to their strength score and a +6 bonus to their constitution score. They also gain a 1D6+str modifier Gore(horns) , two 1D6+str modifier Claw attacks, land speed changes to 40 feet, a pair of wings grant them a fly speed of 60 feet (average maneuverability), fire immunity, Spell resistance equal to 10+ECL, +5 natural armor, and damage reduction 10. Demons may stay in this form for a number of rounds equal to their ECL/2-the number of spells they’ve casted on that day. Once this ability is deactivated, demons may not use any of their innate spell-like abilities. If a demon stays in their true form longer then allowed, they must make a fortitude save (DC: 20+total number of rounds spent in true form) or be banished back to their home plane. A successful save results in temporary 1D6 damage to all abilities and inability to cast ANY spells for a week. * Fast healing 1 * Automatic languages: Common, Abyssal Bonus languages: Any. * Favored Class: Wizard. * LA: +4 Half-demon template Half-demon is an inherited template that can be applied to any humanoid, monstrous humanoid, or giant. Size and type Size remains unchanged, type becomes native outsider. Speed Half-demons gain a +10’ bonus to their movement speed, they also gain batwings that allow them to fly at a speed equal to twice their land speed (Average maneuverability) Armor Class Armor Class improves by +3 Attacks Half-demons gain two 1D6 claw attacks. Special attacks A half-demon retains all the special attacks of the base creature. Spell-like abilities Half-demons gain unusual spell-like abilities. Every other level they may choose one spell that a sorcerer of their ECL could cast that they may use once per day. Special qualities * damage reduction 5/magic. * +4 racial bonus on saves against spells and spell-like abilities * Fire resistance 20 * Darkvision out to 60 feet. * fast healing 1 Abilities Str +4, Con +4, Wis +2, Int +2 CR: ??? LA: +3 Angels * +4 Strength, +4 Dexterity, +2 Constitution, +4 Wisdom, +2 Intelligence, +6 Charisma. Angels are powered by divine magic that gives them notable strength and toughness. They are by nature highly insightful and intelligent, and every action they take is imbued with awe-inspiring grace and beauty. * Medium size: Angels are medium sized outsiders * Angel Base land speed 30 feet. * Wings: An angel has a pair of feathery wings on their back that grant them a fly speed equal to sixty feet (good maneuverability) * Low-light vision *Immunity to poison and disease * Darkvision out to 60 feet. * +1 natural armor * Blindsight 30 feet * Spell-like abilities: Angels are born with a variety of innate magical powers. Remove Disease At will. Detect Evil At will. Neutralize poison at will, protection from evil 3/day, bless 3/day. * healing powers: Angels can heal wounds with innate efficiency. At the start of each day, roll 1D10 and multiply the result by an angels’ effective character level. An angel may heal this total amount of hit points on that day, this power may not be used on themselves however. * Smite Evil 3/day. * Holy blade: All angels have a holy sword they can summon at will. This weapon is a longsword wrapped in divine fire. It functions as a basic Longsword +1 though it does an additional 1D4 holy and 2 fire damage. * Automatic languages: Common, Celestial Bonus languages: Any * favored Class; Paladin. * LA+4 Half-angel template Half-angel is an inherited template that can be applied to any humanoid, monstrous humanoid, or giant. Size and type Size remains unchanged, type becomes native outsider. Speed Land speed remains unchanged, half-angels however gain a pair of feathery wings that grant them a fly speed equal to twice their land speed (good maneuverability) Armor Class Armor Class improves by +1 Special attacks A half-angel all the special attacks of the base creature. Plus the following Smite Evil 1/day. Spell-like abilities Half-Angels gain the following spell-like abilities: Remove Disease, Neutralize Poison, Detect Evil 3/day Bless, Protection from evil 1/day Enchant weapon 1/day: Though half-angels do not have the same divine weapon as their angelic kin, they can instill such power into a weapon for a limited for a number of rounds equal to a half-angel's ECL, they may instill a weapon with holy powers, granting it 2 fire and 2 holy damage. Special qualities * Blindsight 30 feet. * Darkvision out to 60 feet. * healing powers: Half-Angels can heal wounds with innate efficiency. At the start of each day, roll 1D6 and multiply the result by a half-angels’ effective character level. A half-angel may heal this total amount of hit points on that day, this power may be used on themselves. Abilities Str +2, Dex +2, Wis +2, Int +2, Cha +4 CR: ??? LA: +3 |